/*
 * Copyright (C) 2008-2010 TrinityCore <http://www.trinitycore.org/>
 * Copyright (C) 2006-2009 ScriptDev2 <https://scriptdev2.svn.sourceforge.net/>
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see <http://www.gnu.org/licenses/>.
 */

/* ScriptData
 SDName: Shadowfang_Keep
 SD%Complete: 75
 SDComment: npc_shadowfang_prisoner using escortAI for movement to door. Might need additional code in case being attacked. Add proper texts/say().
 SDCategory: Shadowfang Keep
 EndScriptData */

/* ContentData
 npc_shadowfang_prisoner
 EndContentData */

#include "ScriptPCH.h"
#include "ScriptedEscortAI.h"
#include "shadowfang_keep.h"

/*######
 ## npc_shadowfang_prisoner
 ######*/

enum eEnums {
    SAY_FREE_AS = -1033000,
    SAY_OPEN_DOOR_AS = -1033001,
    SAY_POST_DOOR_AS = -1033002,
    SAY_FREE_AD = -1033003,
    SAY_OPEN_DOOR_AD = -1033004,
    SAY_POST1_DOOR_AD = -1033005,
    SAY_POST2_DOOR_AD = -1033006,

    SPELL_UNLOCK = 6421,
    NPC_ASH = 3850,

    SPELL_DARK_OFFERING = 7154
};

#define GOSSIP_ITEM_DOOR        "Thanks, I'll follow you to the door."

class npc_shadowfang_prisoner: public CreatureScript {
public:
    npc_shadowfang_prisoner() :
            CreatureScript("npc_shadowfang_prisoner") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new npc_shadowfang_prisonerAI(pCreature);
    }

    bool OnGossipSelect(Player* pPlayer, Creature* pCreature,
            uint32 /*uiSender*/, uint32 uiAction) {
        pPlayer->PlayerTalkClass->ClearMenus();
        if (uiAction == GOSSIP_ACTION_INFO_DEF + 1) {
            pPlayer->CLOSE_GOSSIP_MENU();

            if (npc_escortAI* pEscortAI = CAST_AI(npc_shadowfang_prisoner::npc_shadowfang_prisonerAI, pCreature->AI()))
                pEscortAI->Start(false, false);
        }
        return true;
    }

    bool OnGossipHello(Player* pPlayer, Creature* pCreature) {
        InstanceScript* pInstance = pCreature->GetInstanceScript();

        if (pInstance && pInstance->GetData(TYPE_FREE_NPC) != DONE
                && pInstance->GetData(TYPE_RETHILGORE) == DONE)
            pPlayer->ADD_GOSSIP_ITEM(GOSSIP_ICON_CHAT, GOSSIP_ITEM_DOOR, GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF+1);

        pPlayer->SEND_GOSSIP_MENU(pPlayer->GetGossipTextId(pCreature), pCreature->GetGUID());

        return true;
    }

    struct npc_shadowfang_prisonerAI: public npc_escortAI {
        npc_shadowfang_prisonerAI(Creature *c) :
                npc_escortAI(c) {
            pInstance = c->GetInstanceScript();
            uiNpcEntry = c->GetEntry();
        }

        InstanceScript *pInstance;
        uint32 uiNpcEntry;

        void WaypointReached(uint32 uiPoint) {
            switch (uiPoint) {
            case 0:
                if (uiNpcEntry == NPC_ASH)
                    DoScriptText(SAY_FREE_AS, me);
                else
                    DoScriptText(SAY_FREE_AD, me);
                break;
            case 10:
                if (uiNpcEntry == NPC_ASH)
                    DoScriptText(SAY_OPEN_DOOR_AS, me);
                else
                    DoScriptText(SAY_OPEN_DOOR_AD, me);
                break;
            case 11:
                if (uiNpcEntry == NPC_ASH)
                    DoCast(me, SPELL_UNLOCK);
                break;
            case 12:
                if (uiNpcEntry == NPC_ASH)
                    DoScriptText(SAY_POST_DOOR_AS, me);
                else
                    DoScriptText(SAY_POST1_DOOR_AD, me);

                if (pInstance)
                    pInstance->SetData(TYPE_FREE_NPC, DONE);
                break;
            case 13:
                if (uiNpcEntry != NPC_ASH)
                    DoScriptText(SAY_POST2_DOOR_AD, me);
                break;
            }
        }

        void Reset() {
        }
        void EnterCombat(Unit* /*who*/) {
        }
    };
};

class npc_arugal_voidwalker: public CreatureScript {
public:
    npc_arugal_voidwalker() :
            CreatureScript("npc_arugal_voidwalker") {
    }

    CreatureAI* GetAI(Creature* pCreature) const {
        return new npc_arugal_voidwalkerAI(pCreature);
    }

    struct npc_arugal_voidwalkerAI: public ScriptedAI {
        npc_arugal_voidwalkerAI(Creature* pCreature) :
                ScriptedAI(pCreature) {
            pInstance = pCreature->GetInstanceScript();
        }

        InstanceScript* pInstance;

        uint32 uiDarkOffering;

        void Reset() {
            uiDarkOffering = urand(290, 10);
        }

        void UpdateAI(uint32 const uiDiff) {
            if (!UpdateVictim())
                return;

            if (uiDarkOffering <= uiDiff) {
                if (Creature* pFriend = me->FindNearestCreature(me->GetEntry(), 25.0f, true)) {
                    if (pFriend)
                        DoCast(pFriend, SPELL_DARK_OFFERING);
                } else
                    DoCast(me, SPELL_DARK_OFFERING);
                uiDarkOffering = urand(4400, 12500);
            } else
                uiDarkOffering -= uiDiff;

            DoMeleeAttackIfReady();
        }

        void JustDied(Unit* /*pKiller*/) {
            if (pInstance)
                pInstance->SetData(TYPE_FENRUS,
                        pInstance->GetData(TYPE_FENRUS) + 1);
        }
    };
};

void AddSC_shadowfang_keep() {
    new npc_shadowfang_prisoner();
    new npc_arugal_voidwalker();
}
